[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -4, Hitsound]
type = PlaySnd
triggerall = Time = 50
trigger1 = anim = 5140
channel = 3
value = s800, 4


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[State -2, quemado]
type = PlaySnd
trigger1 = Time = 1
trigger1 = anim = 7697
value = 3,9
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[State -3]
Type = varset
Triggerall = var(59) = 0 && roundstate < 3
trigger1 = AILevel > 0
var(59) = 10
ignorehitpause = 1

[State -3]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*1000

[State -3]
Type = varset
Triggerall = fvar(1) = 0 && roundstate < 3
trigger1 = var(59) > 0
fvar(1) = ((0.001*random)+(0.000001*random)) * 3000
ignorehitpause = 1

[State -3]
type = helper
trigger1 = !numhelper(33000)
helpertype = normal
name = "AIconfig"
ID = 33000
stateno = 33000
postype = p1
pos = 0,0
facing = -1
ownpal = 1
Ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1= ishelper(33000)
stateno != 33000
value = 33000

[State -3]
type = helper
triggerall = !ishelper
triggerall = roundstate < 2 || stateno = 0 && !ctrl
trigger1=!numhelper(11990+id) && alive && var(59) = 0
helpertype = normal
name = "AIstart"
ID = 11990+id
stateno = 11990
keyctrl = 1
pos = 9999,9999
pausemovetime=2147483647
supermovetime=2147483647
SprPriority = 7
persistent = 0

[State -3]
type = changestate
Trigger1 = ishelper
Trigger1= ishelper(11990+id) && stateno != 11990
value = 11990

[State -3]
type=Varadd
trigger1=stateno = 45
var(51) = 1

[State -3]
type=Varset
trigger1=statetype != A
var(51) = 0

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = EnemyNear,StateNo != [5200,5210]
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = EnemyNear,Ctrl = 0
TriggerAll = EnemyNear,NumProj = 0
TriggerAll = P2BodyDist X > 20
TriggerAll = P2Dist X > 0
TriggerAll = PrevStateNo != [5000,5299]
Trigger1 = Facing = EnemyNear,Facing
Trigger2 = EnemyNear,Time >= 50
Trigger2 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,MoveType = I
Trigger3 = EnemyNear,Anim = 5300

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType = H
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 19
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
Trigger1 = 1

[State -1, 前進]
Type = ChangeState
Value = 18
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = FrontEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
TriggerAll = P2BodyDist X > 20
TriggerAll = (Random + GameTime) % 3 = 0
Trigger1 = Time % 10 = Time > 0

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = NumHelper(60000)
TriggerAll = NumHelper(66666)
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo >= 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2BodyDist X <= 120
TriggerAll = P2Dist X > 0
Trigger1 = EnemyNear,StateNo = 5040
Trigger2 = EnemyNear,StateNo = 5210

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType = L
TriggerAll = EnemyNear,MoveType = I
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12 || StateNo = 18 || StateNo = 19 || (StateNo = [120,149])
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = P2Dist X > 0
Trigger1 = P2BodyDist X <= 80

[State -1, 後退]
Type = ChangeState
Value = 19
Ctrl = 0
TriggerAll = Var(59) > 0
triggerall = random < var(50)*1.1
TriggerAll = !IsHelper
TriggerAll = Alive
TriggerAll = RoundState = 2
TriggerAll = StateType != A
TriggerAll = !InGuardDist
TriggerAll = StateType != A
TriggerAll = StateNo != 18
TriggerAll = StateNo != 19
TriggerAll = StateNo != [120,149]
TriggerAll = EnemyNear,Alive
TriggerAll = EnemyNear,Life
TriggerAll = EnemyNear,StateType != L
TriggerAll = EnemyNear,MoveType != H
TriggerAll = EnemyNear,MoveType = A || EnemyNear,StateNo < 200
TriggerAll = Ctrl || StateNo = 9 || StateNo = 11 || StateNo = 12
TriggerAll = BackEdgeBodyDist > 10
TriggerAll = EnemyNear,PrevStateNo != [120,159]
Trigger1 = P2BodyDist X <= 40

;Counter
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,78+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -82
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, Stand extra Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 12*enemynear,vel y >= -110
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-12
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,87+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -46
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -71
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,67+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -84
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light bottle]
type = ChangeState
value = 300
triggerall = p2bodydist y + 17*enemynear,vel y >= -95
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [96,149+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, viento]
type = ChangeState
value = 310
triggerall = p2bodydist y + 31*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-31
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, vientazos]
type = ChangeState
value = 320
triggerall = p2bodydist y + 27*enemynear,vel y >= -83
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-27
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -56
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -54
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,67+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,172+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -42
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-9
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,124+9*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -117
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,63+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-58,65]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-64,90]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-68,67]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-35,27+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,111]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,48+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-39,75]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-21,77+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-62,104]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1]
type = ChangeState
value = 850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-4
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1, Rolling Tackle throw]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-14
triggerall = random <= 60*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,247]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = Stateno = 100
trigger1 = var(1) 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -57
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-16
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -67
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-26
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Big Bird]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 44*enemynear,vel y >= -145
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-44
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 44*enemynear,vel y >= -145
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-44
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,25]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 8*enemynear,vel y >= -176
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,71]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 8*enemynear,vel y >= -194
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-8
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,69]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -187
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,167]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -133
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -103
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,73+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-5
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,162]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 19*enemynear,vel y >= -44
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,112]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 7*enemynear,vel y >= -59
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-7
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,74+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -79
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,857]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-53,37]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-6
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,768]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1230
triggerall = p2bodydist y + 65*enemynear,vel y >= -88
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-65
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,191]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, cupon volador]
type = ChangeState
value = 1300
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, cupones volador]
type = ChangeState
value = 1301
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-15
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, Weapon Smash Chair]
type = ChangeState
value = 1400
triggerall = p2bodydist y + 13*enemynear,vel y >= -103
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,76+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(31) = 0

[State -1, Weapon Smash Trash Can]
type = ChangeState
value = 1401
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-13
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,82+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(33) = 0

[State -1, Weapon Smash Pipe]
type = ChangeState
value = 1402
triggerall = p2bodydist y + 19*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-19
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,84+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(32) = 0

[State -1, Weapon Smash Guitar]
type = ChangeState
value = 1403
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 24*enemynear,vel y >= -112
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-24
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,106+24*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 500 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(34) = 0

[State -1, Crap Puddle]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = numhelper = 0
triggerall = numproj = 0 
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 47*enemynear,vel y >= -10
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-47
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,124+47*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -105
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-11
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,170]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Bird Crap]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 30*enemynear,vel y >= -89
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-30
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [0,237]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

[State -1, Chicken Run]
type = ChangeState
value = 3054
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -131
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-10
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= -89
triggerall = random < var(50)*1.1
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3054,3100)
trigger2 = movecontact

[State -1, Zoo Oats See]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -193
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-17
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-82,282]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 2000 + fvar(1)) || power = 3000
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, shooting]
type = ChangeState
value = 3202
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 50*enemynear,vel y >= -118
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-50
triggerall = random <= 60*var(59)
triggerall = p2bodydist x >= 60
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Firetruck]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 3000
triggerall = p2bodydist y + 117*enemynear,vel y >= -312
triggerall = p2movetype = A && p2stateno=helper(33000),var(2) && enemynear,time < helper(33000),var(3)-117
triggerall = random <= 60*var(59)
triggerall = p2bodydist x = [-303,308]
triggerall = random < var(50)*1.1
triggerall = statetype != A
triggerall = Life <= 250
trigger1 = ctrl || (stateno = [18,19])

;Guard
[State -3,Guard]
type = changestate
value = 120
triggerall = var(59) > 0 && roundstate=2
triggerall = ctrl || stateno = [0,20]
triggerall = helper(33000),var(1) <= 1 || stateno != [120,155]
triggerall = random < var(50)*1.1
trigger1 = inguarddist
trigger2 = numhelper(33000)&& helper(33000),inguarddist
trigger2 = abs(p2bodydist x) <= 80
trigger2 = Facing*EnemyNear,Facing!=-1 || P2Dist X<0

[State -1, Run Fwd]
type = ChangeState
value = 6000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != 6000
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

;Chance
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,78+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -82
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, Stand extra Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 12*enemynear,vel y >= -110
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -12
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -13
triggerall = p2bodydist x = [0,87+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -54
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -46
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -71
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,67+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -84
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light bottle]
type = ChangeState
value = 300
triggerall = p2bodydist y + 17*enemynear,vel y >= -95
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [96,149+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, viento]
type = ChangeState
value = 310
triggerall = p2bodydist y + 31*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -31
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -32
triggerall = p2bodydist x >= 51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, vientazos]
type = ChangeState
value = 320
triggerall = p2bodydist y + 27*enemynear,vel y >= -83
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -27
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -28
triggerall = p2bodydist x >= 61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -56
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -54
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,67+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,172+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -42
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -9
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -10
triggerall = p2bodydist x = [0,124+9*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -117
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,63+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-58,65]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,48+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-64,90]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-68,67]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-35,27+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,111]
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,48+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-39,75]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [-21,77+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-62,104]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1]
type = ChangeState
value = 850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -4
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -5
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1, Rolling Tackle throw]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -14
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = helper(33000),var(18) <= 0
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -15
triggerall = p2bodydist x = [0,247]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = Stateno = 100
trigger1 = var(1) 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -57
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -16
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -17
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -67
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -26
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -27
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Big Bird]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 44*enemynear,vel y >= -145
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -44
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -45
triggerall = random < var(50)*1.1
triggerall = p2bodydist x = [0,25]
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 44*enemynear,vel y >= -145
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -44
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -45
triggerall = random < var(50)*1.1
triggerall = p2bodydist x = [0,25]
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 8*enemynear,vel y >= -176
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,71]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 8*enemynear,vel y >= -194
triggerall = p2movetype = A || p2movetype = I
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -8
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -9
triggerall = p2bodydist x = [0,69]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -187
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x = [0,167]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -133
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -103
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,73+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -62
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -5
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -6
triggerall = p2bodydist x = [0,162]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 19*enemynear,vel y >= -44
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [0,112]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 7*enemynear,vel y >= -59
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -7
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -8
triggerall = p2bodydist x = [0,74+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -79
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,857]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-53,37]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -6
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -7
triggerall = p2bodydist x = [0,768]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1230
triggerall = p2bodydist y + 65*enemynear,vel y >= -88
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -65
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -66
triggerall = p2bodydist x = [0,191]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, cupon volador]
type = ChangeState
value = 1300
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, cupon volador]
type = ChangeState
value = 1301
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -15
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -16
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, Weapon Smash Chair]
type = ChangeState
value = 1400
triggerall = p2bodydist y + 13*enemynear,vel y >= -103
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,76+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(31) = 0

[State -1, Weapon Smash Trash Can]
type = ChangeState
value = 1401
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -13
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -14
triggerall = p2bodydist x = [0,82+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(33) = 0

[State -1, Weapon Smash Pipe]
type = ChangeState
value = 1402
triggerall = p2bodydist y + 19*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -19
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -20
triggerall = p2bodydist x = [0,84+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(32) = 0

[State -1, Weapon Smash Guitar]
type = ChangeState
value = 1403
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 24*enemynear,vel y >= -112
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -24
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -25
triggerall = p2bodydist x = [0,106+24*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 500 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(34) = 0

[State -1, Crap Puddle]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = numhelper = 0
triggerall = numproj = 0 
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 47*enemynear,vel y >= -10
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -47
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -48
triggerall = p2bodydist x = [0,124+47*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 11*enemynear,vel y >= -105
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -11
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -12
triggerall = p2bodydist x = [0,170]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Bird Crap]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 30*enemynear,vel y >= -89
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -30
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -31
triggerall = p2bodydist x = [0,237]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

[State -1, Chicken Run]
type = ChangeState
value = 3054
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -131
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -10
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -11
triggerall = p2bodydist x >= -89
triggerall = random < var(50)*1.1
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3054,3100)
trigger2 = movecontact

[State -1, Zoo Oats See]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 17*enemynear,vel y >= -193
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -17
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -18
triggerall = p2bodydist x = [-82,282]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 2000 + fvar(1)) || power = 3000
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, shooting]
type = ChangeState
value = 3202
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 50*enemynear,vel y >= -118
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -50
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -51
triggerall = p2bodydist x >= 60
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Firetruck]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 3000
triggerall = p2bodydist y + 117*enemynear,vel y >= -312
triggerall = p2movetype = A || p2movetype = I && p2stateno > 160
triggerall = p2statetype != L && !enemynear,ctrl && enemynear,animtime < -117
triggerall = !inguarddist || helper(33000),var(1) > 1 && (p2statetype != A || prevstateno = [120,159]) && random%3 < 2
triggerall = random <= 90*var(59)
triggerall = random < 500 || enemynear,animtime = -118
triggerall = p2bodydist x = [-303,308]
triggerall = random < var(50)*1.1
triggerall = statetype != A
triggerall = Life <= 250
trigger1 = ctrl || (stateno = [18,19])

[State -1, Run Fwd]
type = ChangeState
value = 6000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != 6000
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

;Combo
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,78+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -82
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, Stand extra Punch]
type = ChangeState
value = 202
triggerall = p2statetype != A || p2bodydist y + 12*enemynear,vel y + enemynear,gethitvar(yaccel)*12*13*0.5 = [-110,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 12
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=13)*49)*var(59)
triggerall = p2bodydist x = [0,87+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-54,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-84,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-46,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-71,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,67+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-84,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light bottle]
type = ChangeState
value = 300
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-95,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [96,149+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, viento]
type = ChangeState
value = 310
triggerall = p2statetype != A || p2bodydist y + 31*enemynear,vel y + enemynear,gethitvar(yaccel)*31*32*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 31
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=32)*49)*var(59)
triggerall = p2bodydist x >= 51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, vientazos]
type = ChangeState
value = 320
triggerall = p2statetype != A || p2bodydist y + 27*enemynear,vel y + enemynear,gethitvar(yaccel)*27*28*0.5 = [-83,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 27
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=28)*49)*var(59)
triggerall = p2bodydist x >= 61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-56,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-54,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,67+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-19,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,172+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 6*enemynear,vel y + enemynear,gethitvar(yaccel)*6*7*0.5 = [-48,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 9*enemynear,vel y + enemynear,gethitvar(yaccel)*9*10*0.5 = [-42,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 9
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=10)*49)*var(59)
triggerall = p2bodydist x = [0,124+9*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-117,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,63+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-58,65]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,48+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-64,90]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-68,67]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [-35,27+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,111]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,48+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-39,75]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [-21,77+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-62,104]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Rolling Tackle throw]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype = H && helper(33000),var(17) > 14
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=15)*49)*var(59)
triggerall = p2bodydist x = [0,247]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = Stateno = 100
trigger1 = var(1) 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 16*enemynear,vel y + enemynear,gethitvar(yaccel)*16*17*0.5 = [-57,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 16
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=17)*49)*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 26*enemynear,vel y + enemynear,gethitvar(yaccel)*26*27*0.5 = [-67,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 26
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=27)*49)*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Big Bird]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 44*enemynear,vel y + enemynear,gethitvar(yaccel)*44*45*0.5 = [-145,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 44
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=45)*49)*var(59)
triggerall = p2bodydist x = [0,25]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 44*enemynear,vel y + enemynear,gethitvar(yaccel)*44*45*0.5 = [-145,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 44
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=45)*49)*var(59)
triggerall = p2bodydist x = [0,25]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-176,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,71]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2statetype != A || p2bodydist y + 8*enemynear,vel y + enemynear,gethitvar(yaccel)*8*9*0.5 = [-194,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 8
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=9)*49)*var(59)
triggerall = p2bodydist x = [0,69]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-187,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x = [0,167]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -40
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-133,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-103,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,73+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 5*enemynear,vel y + enemynear,gethitvar(yaccel)*5*6*0.5 = [-62,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 5
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=6)*49)*var(59)
triggerall = p2bodydist x = [0,162]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-44,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [0,112]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2statetype != A || p2bodydist y + 7*enemynear,vel y + enemynear,gethitvar(yaccel)*7*8*0.5 = [-59,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 7
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=8)*49)*var(59)
triggerall = p2bodydist x = [0,74+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-79,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,857]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = var(1) 

[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1221
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-53,37]
triggerall = p2movetype = H && helper(33000),var(17) > 6
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=7)*49)*var(59)
triggerall = p2bodydist x = [0,768]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 330 + fvar(1)) || power = 3000
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1230
triggerall = p2statetype != A || p2bodydist y + 65*enemynear,vel y + enemynear,gethitvar(yaccel)*65*66*0.5 = [-88,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 65
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=66)*49)*var(59)
triggerall = p2bodydist x = [0,191]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, cupon volador]
type = ChangeState
value = 1300
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, cupon volador]
type = ChangeState
value = 1301
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype = H && helper(33000),var(17) > 15
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=16)*49)*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, Weapon Smash Chair]
type = ChangeState
value = 1400
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-103,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,76+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(31) = 0

[State -1, Weapon Smash Trash Can]
type = ChangeState
value = 1401
triggerall = p2statetype != A || p2bodydist y + 13*enemynear,vel y + enemynear,gethitvar(yaccel)*13*14*0.5 = [-108,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 13
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=14)*49)*var(59)
triggerall = p2bodydist x = [0,82+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(33) = 0

[State -1, Weapon Smash Pipe]
type = ChangeState
value = 1402
triggerall = p2statetype != A || p2bodydist y + 19*enemynear,vel y + enemynear,gethitvar(yaccel)*19*20*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 19
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=20)*49)*var(59)
triggerall = p2bodydist x = [0,84+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(32) = 0

[State -1, Weapon Smash Guitar]
type = ChangeState
value = 1403
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 24*enemynear,vel y + enemynear,gethitvar(yaccel)*24*25*0.5 = [-112,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 24
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=25)*49)*var(59)
triggerall = p2bodydist x = [0,106+24*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 500 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(34) = 0

[State -1, Crap Puddle]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = numhelper = 0
triggerall = numproj = 0 
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 47*enemynear,vel y + enemynear,gethitvar(yaccel)*47*48*0.5 = [-10,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 47
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=48)*49)*var(59)
triggerall = p2bodydist x = [0,124+47*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])

[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 11*enemynear,vel y + enemynear,gethitvar(yaccel)*11*12*0.5 = [-105,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 11
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=12)*49)*var(59)
triggerall = p2bodydist x = [0,170]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -27
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Bird Crap]
type = ChangeState
value = 3050
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 30*enemynear,vel y + enemynear,gethitvar(yaccel)*30*31*0.5 = [-89,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 30
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=31)*49)*var(59)
triggerall = p2bodydist x = [0,237]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

[State -1, Chicken Run]
type = ChangeState
value = 3054
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 10*enemynear,vel y + enemynear,gethitvar(yaccel)*10*11*0.5 = [-131,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 10
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=11)*49)*var(59)
triggerall = p2bodydist x >= -89
triggerall = random < var(50)*1.1
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3054,3100)
trigger2 = movecontact

[State -1, Zoo Oats See]
type = ChangeState
value = 3100
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 17*enemynear,vel y + enemynear,gethitvar(yaccel)*17*18*0.5 = [-193,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 17
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=18)*49)*var(59)
triggerall = p2bodydist x = [-82,282]
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 2000 + fvar(1)) || power = 3000
trigger1 = statetype = S
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, shooting]
type = ChangeState
value = 3202
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A || p2bodydist y + 50*enemynear,vel y + enemynear,gethitvar(yaccel)*50*51*0.5 = [-118,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 50
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=51)*49)*var(59)
triggerall = p2bodydist x >= 60
triggerall = !numhelper(33000) || helper(33000),var(16) <= -53
triggerall = random < var(50)*1.1
TriggerAll = (Power >= 1000 + fvar(1)) || power = 3000
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

[State -1, Firetruck]
type = ChangeState
value = 4000
triggerall = var(59) > 0 && roundstate = 2
triggerall = power >= 3000
triggerall = p2statetype != A || p2bodydist y + 117*enemynear,vel y + enemynear,gethitvar(yaccel)*117*118*0.5 = [-312,-1]
triggerall = p2movetype = H && helper(33000),var(17) > 117
triggerall = (!inguarddist || !ctrl) && p2statetype != L
triggerall = random <= (50+(helper(33000),var(17)=118)*49)*var(59)
triggerall = p2bodydist x = [-303,308]
triggerall = random < var(50)*1.1
triggerall = statetype != A
triggerall = Life <= 250
trigger1 = ctrl || (stateno = [18,19])

;Throw
[State -1, Rolling Tackle throw]
type = ChangeState
value = 900
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,247]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -45
triggerall = random < var(50)*1.1
triggerall = Stateno = 100
trigger1 = var(1) 

[State -1]
type = ChangeState
value = 800
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -52
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1]
type = ChangeState
value = 850
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2statetype != A
triggerall = p2movetype != H
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 24*var(59)
triggerall = helper(33000),var(18) <= 0
triggerall = p2bodydist x = [0,39]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = StateNo != 100 && Statetype != A && Ctrl = 1
triggerall = P2MoveType != H && !P2StateType = A
trigger1 = P2BodyDist X < 40
trigger2 = P2BodyDist X < 20

[State -1, Run Fwd]
type = ChangeState
value = 6000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != 6000
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

;Fight
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 18*var(59)
triggerall = p2bodydist x = [0,78+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -82
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 200
trigger2 = time > 6

[State -1, Stand extra Punch]
type = ChangeState
value = 202
triggerall = p2bodydist y + 12*enemynear,vel y >= -110
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 13*var(59)
triggerall = p2bodydist x = [0,87+12*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -67
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 21*var(59)
triggerall = p2bodydist x = [0,50+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -84
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,65+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -46
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 20*var(59)
triggerall = p2bodydist x = [0,57+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 10*enemynear,vel y >= -71
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)
triggerall = p2bodydist x = [0,67+10*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -44
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -84
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,48+9*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -42
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

[State -1, Light bottle]
type = ChangeState
value = 300
triggerall = p2bodydist y + 17*enemynear,vel y >= -95
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x = [96,149+17*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -29
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, viento]
type = ChangeState
value = 310
triggerall = p2bodydist y + 31*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x >= 51
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, vientazos]
type = ChangeState
value = 320
triggerall = p2bodydist y + 27*enemynear,vel y >= -83
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 5*var(59)
triggerall = p2bodydist x >= 61
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) ;Use combo condition (above)

[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 5*enemynear,vel y >= -56
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)|| p2statetype = A && random <= 58*var(59)
triggerall = p2bodydist x = [0,59+5*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -23
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -54
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [0,67+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 7*enemynear,vel y >= -19
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 16*var(59)
triggerall = p2bodydist x = [0,172+7*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 6*enemynear,vel y >= -48
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)|| p2statetype = A && random <= 38*var(59)
triggerall = p2bodydist x = [0,66+6*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 9*enemynear,vel y >= -42
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 15*var(59)|| p2statetype = A && random <= 30*var(59)
triggerall = p2bodydist x = [0,124+9*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 13*enemynear,vel y >= -117
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)|| p2statetype = A && random <= 21*var(59)
triggerall = p2bodydist x = [0,63+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -32
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = p2bodydist y - 6*(vel y - enemynear,vel y) = [-58,65]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 29*var(59)
triggerall = p2bodydist x = [0,48+6*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = p2bodydist y - 7*(vel y - enemynear,vel y) = [-64,90]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 31*var(59)
triggerall = p2bodydist x = [0,54+7*(vel x+enemynear,vel x)]
triggerall = pos Y+7*vel y+const(movement.yaccel)*7*8*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-68,67]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 19*var(59)
triggerall = p2bodydist x = [-35,27+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = p2bodydist y - 5*(vel y - enemynear,vel y) = [-47,111]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 33*var(59)
triggerall = p2bodydist x = [0,48+5*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Light Kick]
type = ChangeState
value = 635
triggerall = p2bodydist y - 8*(vel y - enemynear,vel y) = [-39,75]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 25*var(59)
triggerall = p2bodydist x = [-21,77+8*(vel x+enemynear,vel x)]
triggerall = pos Y+8*vel y+const(movement.yaccel)*8*9*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 1350 

[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = p2bodydist y - 10*(vel y - enemynear,vel y) = [-62,104]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 27*var(59)
triggerall = p2bodydist x = [0,56+10*(vel x+enemynear,vel x)]
triggerall = pos Y+10*vel y+const(movement.yaccel)*10*11*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = statetype = A
trigger1 = ctrl || (stateno = [18,19])
trigger2 = stateno = 600 || stateno = 630 
trigger2 = movecontact
trigger3 = stateno = 1350 

[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 16*enemynear,vel y >= -57
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 6*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -36
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 26*enemynear,vel y >= -67
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 4*var(59)
triggerall = p2bodydist x >= 61
triggerall = !numhelper(33000) || helper(33000),var(16) <= -26
triggerall = random < var(50)*1.1
trigger1 = var(1) ;Use combo condition (above)

[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = p2bodydist y + 8*enemynear,vel y >= -176
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,71]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = p2bodydist y + 8*enemynear,vel y >= -194
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,69]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = p2bodydist y + 13*enemynear,vel y >= -133
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,61+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -31
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = p2bodydist y + 11*enemynear,vel y >= -103
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 8*var(59)
triggerall = p2bodydist x = [0,73+11*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = p2bodydist y + 19*enemynear,vel y >= -44
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,112]
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = p2bodydist y + 7*enemynear,vel y >= -59
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 12*var(59)
triggerall = p2bodydist x = [0,74+7*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -30
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1230
triggerall = p2bodydist y + 65*enemynear,vel y >= -88
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 2*var(59)
triggerall = p2bodydist x = [0,191]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -50
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = var(1) 

[State -1, cupon volador]
type = ChangeState
value = 1300
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, cupon volador]
type = ChangeState
value = 1301
triggerall = p2bodydist y - 15*(vel y - enemynear,vel y) = [-47,253]
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [34,463+15*(vel x+enemynear,vel x)]
triggerall = pos Y+15*vel y+const(movement.yaccel)*15*16*0.5 < 0
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
triggerall = statetype = A
triggerall = pos Y <= -20
trigger1 = ctrl || (stateno = [18,19])

[State -1, Weapon Smash Chair]
type = ChangeState
value = 1400
triggerall = p2bodydist y + 13*enemynear,vel y >= -103
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 10*var(59)
triggerall = p2bodydist x = [0,76+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -54
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(31) = 0

[State -1, Weapon Smash Trash Can]
type = ChangeState
value = 1401
triggerall = p2bodydist y + 13*enemynear,vel y >= -108
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 11*var(59)
triggerall = p2bodydist x = [0,82+13*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -49
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(33) = 0

[State -1, Weapon Smash Pipe]
type = ChangeState
value = 1402
triggerall = p2bodydist y + 19*enemynear,vel y >= -112
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 7*var(59)
triggerall = p2bodydist x = [0,84+19*(vel x+enemynear,vel x)]
triggerall = !numhelper(33000) || helper(33000),var(16) <= -48
triggerall = random < var(50)*1.1
triggerall = var(59) > 0 && roundstate = 2
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = Numexplod(32) = 0

[State -1, Crap Puddle]
type = ChangeState
value = 2000
triggerall = statetype != A
triggerall = numhelper = 0
triggerall = numproj = 0 
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist y + 47*enemynear,vel y >= -10
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = !inguarddist && p2statetype != L
triggerall = random <= 3*var(59)
triggerall = p2bodydist x = [0,124+47*(vel x+enemynear,vel x)]
triggerall = random < var(50)*1.1
trigger1 = ctrl || (stateno = [18,19])

;Move and other
[State -1, Jump]
type = ChangeState
value = 41
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2movetype = H || p2bodydist x > 120 || random%5=0 && p2bodydist x = [40,100]
triggerall = p2statetype != L || p2bodydist x > 100 || p2stateno = 5120 && enemynear,animtime = [-41,-30]
triggerall = p2movetype != H || p2statetype = A || p2stateno = [120,159]
triggerall = (!inguarddist || !ctrl) && random <= (20+40*(p2movetype = H))*var(59)
triggerall = random < var(50)*1.1
triggerall = movetype != A
trigger1 = ctrl || (stateno = [18,19])
trigger1 = statetype != A
trigger2 = stateno = 100

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
TriggerAll = P2StateType != A
TriggerAll = P2BodyDist X = [-80,80]
TriggerAll = EnemyNear,Time + EnemyNear,AnimTime < 0
TriggerAll = !EnemyNear,HitDefAttr = SC, NT
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = 50 && Time >= 8
Trigger2 = StateNo = 120 || StateNo = 132 || StateNo = 140 || StateNo = 155 || StateNo = 5210

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = Ctrl
TriggerAll = StateNo = 50
TriggerAll = Time = 34
triggerall = p2bodydist x <= 0 || random%2 = 0
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateNo = 5110
Trigger2 = P2StateNo = 5120
Trigger2 = EnemyNear,AnimTime <= -20

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = MoveType != H

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
TriggerAll = P2StateType != L
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType = A
Trigger1 = P2BodyDist Y <= -10
Trigger1 = Vel Y >= -1
Trigger2 = P2StateType = A
Trigger2 = P2BodyDist Y <= -10
Trigger2 = Vel Y >= -1
Trigger3 = P2StateType != A
Trigger3 = P2BodyDist Y <= 35
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist Y <= 35

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
trigger1 = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = Var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType = H
TriggerAll = P2StateType = A
triggerall = enemynear,gethitvar(fall.recover) = 1 || p2bodydist y > 0
Triggerall = MoveType != H
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = StateNo = [600,650]
Trigger1 = movehit

[State -1, AI]
Type = ChangeState
Value = 45
TriggerAll = var(59) > 0
TriggerAll = StateType = A
TriggerAll = P2MoveType != A
triggerall = var(51) < const(movement.airjump.num)
triggerall = random < var(50)*1.1
triggerall = RoundState = 2
Trigger1 = P2StateType != L
Trigger1 = StateNo = 50 && Time >= 8
Trigger1 = MoveType != H
Trigger2 = P2StateType != L
Trigger2 = StateNo = 110 || StateNo = 115 || StateNo = 5210
Trigger2 = Ctrl || MoveType != H
Trigger3 = P2StateType != L
Trigger3 = StateNo = 1350
Trigger3 = Ctrl
Trigger4 = P2StateType != A
Trigger4 = P2BodyDist X = [-30,-20]
Trigger4 = P2BodyDist Y = [10,30]
Trigger4 = Ctrl || MoveType != H

[State -1, Run Fwd]
type = ChangeState
value = 6000
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x > 100 || p2bodydist x > 60 && enemynear,vel x < 0 && p2movetype = H && p2stateno != [120,159]
triggerall = p2statetype != L || p2bodydist x > 140
triggerall = !inguarddist
triggerall = random <= 10*var(59) && stateno != 6000
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])

[State -1, Run Back]
type = ChangeState
value = 105
triggerall = var(59) > 0 && roundstate = 2
triggerall = p2bodydist x = [0,80]
triggerall = p2statetype != L && !inguarddist
triggerall = p2movetype != H || p2stateno = [120,159]
triggerall = random <= 2*var(59) && stateno != [105,106]
triggerall = random < var(50)*1.1
trigger1 = Statetype != A
trigger1 = ctrl || (stateno = [18,19])
